I've been building a physics demo from pieces of the Bullet 2.73 SDK, and this is my first experience with Bullet. I've been building a physics demo, and I've noticed a friction problem in my demo. As I add more objects to the scene and slow down the simulation, all acceleration from gravity and friction get weaker. At the same time, the impulse movement of my character object (which is based on time elapsed) doesn't get weaker. The slower the app goes, the more slippery the simulation gets.
Is there a limit to which friction and gravity are based on the amount of real-time elapsed? Are there any options or settings for friction that won't change as the time gap between steps gets larger?
I'm using this to step the simulation:
Code: Select all
dynamicsWorld->stepSimulation(msTime, 1); // msTime = milliseconds time